DMs Guild is not allowing me to review it despite the fact that I purchased it from here and it is in my library. I ran this right after the last one and I think the change in difficulty through my players off. They had fun... but for the one player, I feel like this was the first time his character felt like he was really in danger. I am running the last part tonight and the players seem excited.

I give it 4 stars.

Roger MFebruary 04, 2019 2:52 pm UTC

PURCHASER

Scene B page 5 exact how many glyphs are there. Several is not a number.

Jay AJanuary 20, 2019 3:16 pm UTC

PURCHASER

It would have been nice if there was SOME tie in to the undertakers, but I disagree with Mark M's statement. This took every bit of 4 hours for us. Admittedly there are several commonly used class abilities that can trivialize the dangers in this adventure.

I used this to play the musical notes for my players in song, in case others interested. I placed a small pause after the 3rd, 5th and 6th note and kept playing it until I got to a nice sounding melody.
https://www.apronus.com/music/flashpiano.htm

Mark MDecember 23, 2018 3:08 am UTC

Disclaimer: this module was purchased for me by my FLGS, so while it wasn't purchased with my account, I did run this module for 6 players on Thursday 12/20/18. This is my review.

It's really difficult to put in to words how bad this module is. This is, quite literally, a 100 x 100 ft crypt, subdivided into 5 rooms (along with an entry hallway). There are 2 minor puzzles, 2 minor traps, and a 3 minor combat encounters. There are no social encounters. That's the module, as written.

Almost none of it is tied together with the prior module - no Undertakers, no additional exposition on the earring, no suggestion of using the blue ale in the initial puzzle. A trilogy of modules, all written by different people, and it really shows. Badly.

The combats read as though they were written for APL 5, not 8. One of the combats is 10 skeletons, with the option of the party getting additional help. Another combat is 5 mummies and a couple carrion crawlers - a single character can trivialize...See more that encounter with 1 fireball. Et cetera.

These are just poorly written encounters with no thought put into them. Could I re-write them? Of course, and I did. There was virtually no other way to make this module actually last 4 hours.

Because let's be clear. This is advertised as a 2-4 hour adventure. What are the extra 2 hour bonus objectives, you ask? IT IS THE SAME ROOMS BUT WITH THE MONSTERS. I am not kidding. You literally take the same rooms and add the monsters. Two instances where 1 combat is supposed to add a full hour of play time, and the authors couldn't even bother coming up with challenging combats. This is beyond insulting. Naturally this contributes to the formatting being completely FUBAR; the "main" adventure is in rooms A and D, which are connected by rooms B and C. Rooms B and C are only in the appendices, while rooms A & D are in the main section of the module.

The final combat is actually easier than the preceding room; and it's not even described in a way that makes sense (how many stone golems are there supposed to be?) Which leads me back to general season 8 problems:

Every single page has typos. Every single page has inconsistencies that make it clear that no real editing work was done. Room and creature descriptions are split up all over the place so that you need to read each page two or three times so that you can understand what's happening. Key information is in the "playing the pillars" subheadings in each room, and not put in the general room description. The "Call to Action" subheading which is supposed to set everything up is placed after descriptions of the initial corridor. These are all just exampling of the awful formatting; and as usual WOTC has recycled interior art from hardcovers in order to pad out the page length, at the expense of your toner cartridges.

So here's my advice: don't buy this module. It's not a finished product, and nobody should waste their time or money on it. As written, this is a 90 minute module.

Daniel DDecember 30, 2018 1:51 am UTC

PURCHASER

I"m agreeing with MarkM, in addition I've a minor complaint about lack of printer friendly version and the release version has unrelated art work from the previous DDAL8-07 IntoTheDarkness module eitherway it appears to be something that was slapped together with adventure, so I don't know why I'm paying $5.

Pros: Well edited, no major discrepancies in the story, some interesting ideas
Cons: There are essentially 5 rooms in this dungeon crawl that are supposed to constitute 4 hours of gameplay, primarily in combat. If your characters are lvl 5, the combats [...]

A good dungeon crawl. Depending on the party make up, this will either be fast for the party or can be VERY hard and deadly. Not sure why others felt this was disjointed from the trilogy. It seems to fit just fine to me, though I do still find the [...]

Finally some combat. How well this module goes will definately depend greatly on party composition. If you have a wizard with fireball the mummy fight would be a cakewalk, if you don't you will be in for a rather difficult time of things. However, [...]

This product felt very incomplete. Descriptions were lacking and directionw as also lacking. It felt as if connections that were drawn were just left out or assumed to be known. I think with some good editing it could be brought together much better. [...]

This module is ok. It has a very weak backstory that doesn't make much sense and the villains don't have much to them. For all the build-up about Shar there isn't really much to it which is a let down. Also the vampires are bullywugs! This is no [...]

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